Got a new thing to share. This ASM hack will allow you to remove weapon ranks on promotion. If the class you are promoting to has a zero for a weapon rank, the promoting unit will lose its weapon rank for that type. For example, a Cavalier promoting to Druid would lose his Sword and Lance ranks in the process.

IIRC FE8 already did that with Pupil Ewan -> Shaman Ewan. Would this patch eliminate all the previous ranks that don’t match the new class, or can it also be selective (for example, Sage -> Druid loses Anima, but Ranger -> Wyvern Lord maintains bows)?

Currently this hack just removes all ranks that don’t match, unlike the original FE8 routine which was a hardcoded check for Pupil (1) promoting to Shaman. I could of course add a secondary check to keep weapon ranks for certain promoted classes.

Another new hack: DSFE style growths! With this hack installed, upon level up the game will consider a character’s growths as the sum of their personal growths and their class’s growths; or if you prefer, as the average of the two. Both versions are provided in the download.

Note that currently, this does not alter the autoleveling routines, so take that into account when adjusting class and character growths.

New hack again, for FE7 and FE8 - this lets you define effectiveness as a type bitfield, shared between effective weapons, classes they would be effective against, and items that shield classes from certain effectiveness types, like how the Delphi Shield protects fliers against arrows (but doesn’t protect wyverns from Wyrmslayers).

The DSFE-style growths hack has been updated to support signed values for character growths. Now, characters can have a -15% HP growth compared to their class’s HP growth, for example. This completely slipped my mind the first time around somehow!

Small new hack here that adjusts staff xp to work like it does in Shadow Dragon. Instead of using the staff’s gold value, like most versions of the FE7 ROM, this system calculates a staff’s bonus xp from a table at 0xCB528. Staff XP is reduced by 1 for every four levels the unit has, then divided by 2 if the unit is promoted.

This next hack is pretty, cool, I’d say. It uses weapon Ability Byte 0x80 to allow an item with a stat boost pointer to give those boosts even not equipped! Now you can have an actual Starsphere in your hack.Download (FE7/FE8)

Optionally, you can use a version that prevents multiple items from boosting the same stat; it’s included in the downloads. You can still have an equipped weapon + passive item boosting the same stat.Old download for FE7Old download for FE8

The main code for looping through a unit’s inventory to check for items giving passive boosts wasn’t convenient to stick inline, so you’ll have to find some free space for it. Everything else is done inline.

And yeah, I can use just about any weapon ability - I’ll make it use weapon ability 3 0x40 then. I also added the Readme to the download, since I somehow had forgotten before.

Small new hack for FE7 and FE8 - this allows you to give a Hit bonus to Enemy (And/or NPC) units. By default the bonus is +10 hit to enemies, but this is fairly simple to change. You can also optionally have this bonus only apply on Hard Mode.

The current version hooks into the main Hit calculation routine; I plan to move it to a better location and perhaps integrate it into my weapon rank bonus hack, so you might want to hold off on applying this for now.

Chances are that this is probably modular battle-breaking. Does this change the routine in the game that calculates hit percentage? Or does it apply it afterward? (If it’s afterward, it’s probably okay)

Edit: Also, something possibly cool is applying this only on hard mode or something! Not that I need it, but just saying that it’d be cool.